Roads of Daggerfall

Show off your mod creations or just a work in progress.
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communityus
Posts: 47
Joined: Fri Apr 05, 2019 1:51 am

Re: Roads of Daggerfall

Post by communityus »

Good link.

slaapliedje
Posts: 1
Joined: Thu May 28, 2020 4:14 am

Re: Roads of Daggerfall

Post by slaapliedje »

Sorry for skipping through this thread, so most of this has possibly been covered...

I just started playing the game again after many years of not playing (I still have my original CD, and ended up re-buying The Daggerfall Chronicles!) I decided to jump in again!

But the very first thing I thought when getting out of Privateer's hold... where are the roads??? There are even little texts that pop up saying 'you see a path nearby,' but it passes by so quickly you've already moved on toward some other area and you have no idea where that path was! I'm hoping for the immersion junkie in me... (yeah I'm one that would be ALL over this game in VR) that the roads would be tied to these little snippets of information.

For that matter, there are places that pop up 'there is cut firewood nearby', and such. Awesome little touches, but graphically they aren't anywhere to be seen. I'm not sure if these are just randomly generated bits of descriptive fluff, or they are placed in specific places.

Anyhow, I really look forward to this being released, as it is something that is sorely lacking in the game.

I mean let's be honest, you think ANY of the larger cities in the game would actually exist without roads going to them? They're practically the foundation of any decent civilization that knows about trading and building on a large scale.

N_Molson
Posts: 62
Joined: Sat Sep 05, 2020 11:14 pm

Re: Roads of Daggerfall

Post by N_Molson »

Hello, I'm new to Daggerfall Unity and I find your road project fantastic ! Would be great to be able to go from place to place following roads, and would make all that vast wilderness much more "civilized". ;)

imsobadatnicknames
Posts: 227
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Roads of Daggerfall

Post by imsobadatnicknames »

N_Molson wrote: Sat Sep 05, 2020 11:19 pm Hello, I'm new to Daggerfall Unity and I find your road project fantastic ! Would be great to be able to go from place to place following roads, and would make all that vast wilderness much more "civilized". ;)
Hello! Welcome to the forums!

As fas as I know this project has been mostly replaced by a similar one (Basic Roads by Hazelnut) which has made a significant ammount of progress as of lately

viewtopic.php?f=14&t=4009
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Hazelnut
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Re: Roads of Daggerfall

Post by Hazelnut »

Not replaced exactly, I still hope that in the long run a refined roads of daggerfall materialises that has more natural and complex roads. In the meantime, basic roads will do and will also run on anything that can run DFU, whereas a more complex roads implementation may not run well on low end hardware during time accelerated travel. That's why I called my mod basic roads. :)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

imsobadatnicknames
Posts: 227
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Roads of Daggerfall

Post by imsobadatnicknames »

Ooooh alright. I've just seen a lot more hype surrounding your mod lately, and of the two of them it seems like the most likely to become a reality at least for now :p
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

N_Molson
Posts: 62
Joined: Sat Sep 05, 2020 11:14 pm

Re: Roads of Daggerfall

Post by N_Molson »

Excellent thanks for the info ! :)

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